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Saturday, September 10, 2016

Wagons, Ho!

The First Wagon Train on the Oregon Trail
An Adaptation of the original Wagons West quadrology by Dana Fuller Ross

    When I was growing up in the early 1980s, we were one of the few homes without a television.  (At least one reason for this was my mom doing everything in her power to make my dad look like the bad guy prior to and during the divorce - long story.)  At the time, lacking a television and not having many friends, I started reading whatever I could get my hands on.  On my dad's bookshelf in the living room was a series of historical novels, Wagons West, which began with the "first" wagon train to settle Oregon.  Of course, the books while accurate as far as the technology and customs for the time period were not historically accurate - it seems the first settlers to Oregon were few in number (only 20 wagons, tops), not the mass migration depicted in the book (hundreds of wagons).  The books themselves were equal parts romance and exploration, with most of the activities in the second and third books (Nebraska! and Wyoming!) happening during the winter months.
    With that in mind, and removing the characters from the books, what follows is the "final" draft of my would-be article, Wagons, Ho!, which would have appeared in the Overland Travels and Travails article for Pyramid, if there had been room.

    In the 1830s, the Oregon Country, which encompassed the modern-day states of Oregon, Washington, and Idaho, along with the southern portions of the Canadian province British Columbia, wwas under dispute by four of the nations of the western world: Great Britain, Russia, Spain, and relative newcomer the United States of America.
    Britain claimed the area as part of its Canadian holdings, while Spain claimed it as part of California.  Russia at the time held Oregon as part of her Alaska holdings.  The US's claim came from two expeditions: a sailor who discovered the mouth of the Columbia River, and the Lewis & Clark expedition.  Both Britian and Russia had until that point held their claim with a series of military forts, most of which protected the fur trade.  Outgoing President Andrew Jackson and his electred replacement, Martin van Buren, had a different idea to solidify the American claim: settlers.
    Sadly, most of the details of the first few expeditions have been lost to history, including the names of the guides and scouts who led the settlers west, their families and worldly possessions loaded into what has become the icon of American westward expansion: the covered Conestoga wagon.  There is little doubt, however, that these guides and scouts were recruited from the ranks of the rugged and independent "mountain men", hunters and trappers who made their living in the Rockies and parts west, andd from friendly Indians native to the regions.

Jumping Off
    At the time, Missouri was the State farthest west, although the Louisiana Purchase a generation back had given the United States nominal control over the rest of the Great Plains.  Investors set up supply depots for westward settlers in the towns of Independence and St. Joseph, both on the Missouri River.
    Contrary to popular depiction, the majority of settlers' wagons were not pulled by teams of horses, but by oxen.  Only the more well-to-do settlers could afford teams of draft horses.

The Route
    In later decades, the Oregon Trail could be traversed in a manner of six months; it is likely it took the initial expeditions a year or more, spending the winter in temporary settlements in the mountains. (Today, thanks to the US Interstate Highway system, the same route can be made in only two days.)
    Leaving Independence or St. Joseph, the wagon train followed the Platte River through the Great Plains.  This was - and still is - a fairly monotonous drive.  During the day, the wagons could be formed up in two or three columns.  A small train could be as few as twenty wagons; a larger expedition could reach a few hundred.  Smart guides would put wagons pulled by oxen in the front, to let the slower animals set the pace.  It was expected that on a good day the wagons could travel up to twenty miles.
    At night, the wagons would be pulled into a circle for protection.  Reports vary as to whether the encircled campsites had a central fire for cooking or if each individual wagon had its own campfire.  In the plains, wood was scarce to come by, so cooking fires generally used dried buffalo dung, much like the Plains Indians used.
    Once the plains started to turn to prairie as the wagon train entered the foothills of the Rocky Mountains, the train turned towards a more northerly route.  At the time, the South Pass in modern-day Wyoming was the only available pass across the Continental Divide that could accommodate the wagons.  At this point, because of the narrower terrain, the train took on what many consider the typical image: a line of wagons that could reach almost a mile long.
    The South Pass was discovered in 1812 by fur trader Robert Stuart, though its existence wasn't widely known until the 1820s.  It was named such to distinguish it from the only other known passes over the Divide at the time, which sat in what was then British-controlled territory in Canada.
    Once through the pass, the wagon train continued due northwest, passing through modern-day Utah and Idaho, before coming to the Columbia River.  Later expeditions built rafts and floated their wagons downriver; other expeditions remained on land attempting to follow the Columbia River Gorge.

Everyday Troubles
    Inevitably, a wagon would break down: an animal's harness would snap as the leather rotted, a wheel would come off or break, an ox's or horse's leg would sprain, break, or need shoeing, etc.  Any disruption could prevent travel that day.
    Illness, too, plagued the settlers.  By the time Oregon was admitted to the Union in 1959, tombstones marking the graves of those who died on the trail could be seen every few miles.  Many of these were the youngest and elderly, but many illnesses - particularly smallpox - were indiscriminate, weakening and killing those in their prime as well.
    Indians proved troublesome, particularly in later decades as the number of settlers grew and the US government repeatedly broke their treaties.  (There was no concept of "political correctness" at the time; the term "Native American" had not yet been coined, and would likely have referred to whites born on American soil, not the use it has today.  Many settlers used derogatory terms such as "injun" and "savage".  Indians, too, were prejudiced; "white man speak with forked tongue" was a common saying among Indians.)  One of the reasons to "circle the wagons" was to protect against Indian attacks, providing the settlers cover wwhile firing their guns.  The Indians soon learned that flaming arrows could set wagons ablaze; most of the losses during these attacks were the boys and women working to put out the fires.
    A unique tactic developed by settlers during an Indian attack was to have two or three rifles per shooting, with the older children working to reload the firearms.  As soon as the rifle was fired, another would be passed to the shooter, increasing the effective rate of fire.

Special Troubles
    The United States did not keep their colonization attempt of the Oregon Country a secret.  Quite the opposite, in fact: they advertised it every chance they could in an effort to entice people to move west.
    Of course, the other powers with claims on Oregon would not just sit back and let this upstate United States colonize what they felt was their territory. London, St. Petersburg, and Madrid no doubt had their agents in the first few wagon trains in efforts to sabotage the entire operation.  It is known that Britain fortified and expanded Fort Vancouver, on the north side of the Columbia River, around the same time.

Slaves?
    Many settlers on the Oregon Trail hailed from the southern "slave states".  Even in the 1830s and '40s, slavery was a contentious issue.  It is likely that many runaway slaves headed west with the wagon trains in an effort to escape their owners.  Of course, many slave owners also likely brought their slaves along with them in their western migration.
    Oregon joined the Union in 1859 and sent troops east to fight for the Union in the American Civil War.  Being located well above the Missouri Compromise Line (30° 30' north latitude), the assumption can be made that the early settlers effectively outlawed slavery and freed any slaves brought into the territory.  On the trail, however, things were not so cut-and-dried.

Who is in Charge Here?
    On a wagon train, the guide hired by to lead the expedition was in charge of the train's safety.  He mapped out the trail, organized scouts, wagon spotters, and sentries, led the defense of the encampment, decided when and where to stop for the night, and when need arose negotiated with the Indians.
    But most wagon trains had another person on hand to handle internal disputes.  Because the guide was often hired from the mountain men, their handle on interpersonal relationships was not always what easterners and many settlers would consider "civilized", so on nearly every wagon train one person stepped up to keep the peace amongst the settlers themselves.  Often, this was a priest or pastor, but sometimes it was just a settler with a political or retired military background; on occasion it was just someone good with people and both smart and patient enough to handle the demands.  This was especially common on larger trains where the guide could get overwhelmed if he tried to act as arbiter.
    In the event the settlers decided to evict someone from their train, for any number of reasons ranging from being discovered as a British saboteur to just petty jealousy, the evicted wagon was usually given directions to the nearest settlement or fort (commonly one they'd passed some time back) and told - sometimes at gun-point! - to get gone.  It was commonly held that a lone wagon could travel faster and farther in a single day than any wagon train, due to various reasons, but was also a tempting target for riled Indians and the occasional outlaw.  Especially in the Rockies, exile from the train was held to be a "fighting chance death sentence".



I would then have come up with stats and a write-up for the Conestoga Wagon, though to be fair the TL3 Wagon in the Basic Set (p. B464) works for a small wagon; unlike the one listed, though, a Conestoga could handle up to six tons of cargo and could be pulled by up to eight draft animals.  For defense, guns with stats similar to the Baker Rifle and Hall M1819 (both from High-Tech, p. 108) would not be uncommon, nor would any number of flintlock pistols that would match the stats of the Rigby Traveling Pistol (High-Tech, p. 91) or the Tower Sea Service P/1796 (High-Tech, pp. 90-91).

Some time later, I think I'll stat up the wagon train's guides from Wagons West, Sam Brentwood and Michael "Whip" Holt, and their scout, the Cherokee named Stalking Horse.

Wednesday, August 17, 2016

Star Wars - Old Republic Era Smuggler/Gunslinger

I occasionally roleplay with a group of people in the MMO Star Wars: The Old Republic. What follows below is a conversion of one of my SWTOR characters - my Gunslinger, a Smuggler advanced class - to GURPS.

Neha Skyrunner is a second-generation smuggler, having grown up in the co-pilot seat of her father's tramp freighter, which she inherited upon his death.  She is a kind soul who tends to run guns and medicines to resistance movements on planets under Imperial control, refusing to smuggle narcotics or slaves.  She has earned the life-debt of a Wookiee, Itchiwaroo (my renaming of the Smuggler companion Bowdaar), who acts as her protector and first mate.

Like several others in her family, Neha is Force-Sensitive, but has refused training in Jedi or Sith (she has half-siblings in both Orders).  Her sole trick is the ability to see blaster bolts en route and shoot them down with her own blasters.  (This ability is not supported in-game; I based it primarily on a description in the second book of the Coruscant Nights trilogy, where a "Gray Paladin", a splinter faction of the Jedi Order who eschew lightsabers in favor of "find the weapon that works for you", intercepts incoming blaster fire with the character's own blaster fire.)  She has the potential to learn other Force tricks, but doesn't see the Force in terms of 'light or dark', a heretical idea to both Jedi and Sith.

And no, that hair is not naturally green; she's a natural brunette who dyes it.

This build can be easily adapted to any sci-fi setting where light freighters roam the spaceways and similar powers, e.g. psionics, are not unknown; she really wouldn't be out of place in Mal's crew on Serenity, for example.  Neha is built along the lines of a Double Trouble stylist from Gun-Fu, taking into account the fact that she learned to both fly and repair the freighter.


600 points
Attributes:

     ST 10 [0].
 
     DX 16 [120]. 
     IQ 12 [40]. 
     HT 14 [40].

Secondary Characteristics:
 
     Dmg 1d-2/1d. 
     BL 20 lbs.. 
     HP 12 [4]. 
     Will 12 [0]. 
     Per 15 [15]. 
     FP 14 [0]. 
     Basic Speed 7.50 [0]. 
     Basic Move 7 [0]. 
     Dodge 14.

Languages:
 
     Galactic Basic (Native) (Native Language) [0]. 
     Huttese (Native) [6].

Cultural Familiarities:
 
     Core Worlds [1]. 
     Hutt Space (Native) [0]. 
     Rim Worlds [1]. 
     Sith Empire [1].

Advantages:
 
     3D Spatial Sense [10]. 
     Ally (Itchiwaroo, Wookiee w/ Life-Debt; 150% Starting Value) (15) [30]. 
     Appearance (Beautiful) [12]. 
     Daredevil [15]. 
     Enhanced Dodge 3 [45]. 
     Enhanced Parry (Area Defense) 3 [15]. 
     Fit [5]. 
     Force-Sensitive [5]. 
     Gunslinger (Accessibility: Blaster Pistols Only, -60%) [10]. 
     Hard to Kill 3 [6]. 
     Hard to Subdue 3 [6]. 
     High Pain Threshold [10]. 
     Hot Pilot 2 [1]. 
     Luck (Extraordinary) [30]. 
     Merchant Rank 1 [5]. 
     Smooth Operator 2 [30].

Force Powers:
 
     Enhanced Time Sense (ESP, -10%) [41].

Perks:
 
     Akimbo (Beam Weapons (Pistol)) [1]. 
     Area Defense (Pistol) [1]. 
     Fastest Gun in the Galaxy (Pistols) 2 [2]. 
     Flimsy Cover [1]. 
     Gun Sense [1]. 
     Infinite Ammunition (Quasi-Realistic Ammo) [1]. 
     Just Winged Him (Pistol) [1]. 
     Off-Hand Weapon Training (Beam Weapons (Pistol)) [1]. 
     Off-Screen Reload [1]. 
     One-Way Fluency (Understands Binary) [1]. 
     One-Way Fluency (Understands Shyriiwook) [1]. 
     Pistol Fist (Beam Weapons (Pistol)) [1]. 
     Style Familiarity (Double Trouble) [1]. 
     Trick Shooter: Aerial Target Shooter (Beam Weapons (Pistol)) [1]. 
     Weapon Bond (Beam Weapons (Pistol)) 2 [2].

Disadvantages:
 
     Bad Sight (Farsighted) (Mitigator: Corrective Lenses, -60%) [-10]. 
     Code of Honor (Pirate's) [-5]. 
     Enemy (To Be Named; Equal in Power; Rival) (9) [-5]. 
     Greed (12) [-15]. 
     On the Edge (12) [-15]. 
     Pacifism (Cannot Harm Innocents) [-10]. 
     Sense of Duty (Crew and Family) [-5]. 
     Social Stigma (Criminal Record) [-5].

Quirks:
 
     Broad-Minded [1]. 
     Distinctive Feature (Green Hair) [-1]. 
     Immodest [-1]. 
     Incorrigible Flirt [-1]. 
     Responsive [-1].

Skills: 
     Accounting (H) IQ+0 [4] – 12. 
     Acrobatics (H) DX+0 [4] – 16. 
     Area Knowledge (Galaxy) (E) IQ+2 [4] – 14. 
     Armoury/TL11 (Small Arms) (A) IQ+0 [2] – 12. 
     Artillery/TL11 (Guided Missile) (A) IQ+1 [4] – 13. 
     Beam Weapons/TL11 (E) DX+4 [12] – 20. 
     Body Language (Humanoid) (A) Per-1 [1] – 14. 
     Brawling (E) DX+2 [4] – 18. 
     Carousing (E) HT+2 [1] – 16*. 
     Climbing (A) DX-1 [1] – 15. 
     Connoisseur (Wine) (A) IQ+0 [2] – 12. 
     Current Affairs/TL11 (Headline News) (E) IQ+2 [4] – 14. 
     Driving/TL11 (Hovercycle) (A) DX+0 [2] – 16. 
     Electronics Repair/TL11 (Force Shields) (A) IQ+0 [2] – 12. 
     Electronics Repair/TL11 (Security) IQ+1 [4] – 13. 
     Electronics Repair/TL11 (Sensors) (A) IQ+0 [2] – 12. 
     Escape (H)  DX+0 [4] – 16. 
     Fast-Draw/TL11 (Ammo) (E) DX+1 [1] – 17†. 
     Fast-Draw (Pistol) (E) DX+4 [8] – 20†. 
     Fast-Talk (A) IQ+3 [4] – 15*. 
     First Aid/TL11 (Humanoid) (E) IQ+0 [1] – 12. 
     Gambling (A) IQ+2 [8] – 14.     Gunner/TL11 (Beams) (E) DX+2 [1] – 18‡. 
     Leadership (A) IQ+2 [2] – 14*. 
     Lip Reading (A) Per+1 [4] – 16. 
     Lockpicking (A) IQ+0 [2] – 12. 
     Mechanic/TL11 (High Performance Spacecraft) (A) IQ+1 [4] – 13. 
     Mechanic/TL11 (Reactionless Thrusters) (A) IQ+1 [4] – 13. 
     Merchant (A) IQ+1 [4] – 13. 
     Navigation/TL11 (Hyperspace) (A) IQ+3 [4] – 14§. 
     Observation (A) Per+0 [2] – 15. 
     Pickpocket (H) DX-1 [2] – 15. 
     Piloting/TL11 (Aerospace) (A) DX+4 [4] – 20‡#. 
     Piloting/TL11 (High-Performance Spacecraft) (A) DX+4 [4] – 20‡#. 
     Riding (Tauntaun) (A) DX+0 [2] – 16. 
     Running (A) HT+0 [2] – 14. 
     Savoir-Faire (High Society) (E) IQ+2 [1] – 14*. 
     Savoir-Faire (Mafia) (E) IQ+3 [2] – 15*. 
     Sex Appeal (Humanoid) (A) HT+4 [1] – 19*¥. 
     Sleight of Hand (H) DX-1 [2] – 15. 
     Smuggling (A) IQ+2 [8] – 14. 
     Streetwise (A) IQ+3 [4] – 15*. 
     Throwing (A) DX+0 [2] – 16.

Techniques:
 
     Dual-Weapon Attack (Beam Weapons (Pistol)) (H) def+4 [5] – 20.

Starting Spending Money: $6,200 (20% of Starting Wealth, minus the cost of two blaster pistols).
Theme Song: Glenn Frey, "Smuggler's Blues".

* Includes +2 from Smooth Operator.
† Includes +1 from Enhanced Time Sense.
‡ Includes +2 from Hot Pilot.
§ Includes +2 from 3D Spatial Sense.
# Includes +1 from 3D Spatial Sense.
¥ Includes +4 from Appearance.

(As a general rule, when modeling and adapting characters from other media into GURPS, I do not set a point value, building the character in a manner that covers everything that may be needed.  Hence why Neha is a staggering 600 points; I could probably trim her to 400 (the power level of Monster Hunters) or even 250 (the power level in Action!, which Star Wars certainly fits), if I were to drop her DX and HT, and remove some of her advantages, perks, and background skills.

The only real house rules in this build is the use of Force-Sensitive in a manner closely similar to Magery 0.  Driving (Hovercycle) is a variation on Driving (Hovercraft) with favorable defaults to Driving (Motorcycle)

Thursday, August 11, 2016

Superhero Game Power Modifiers - What, When, and Why?

Anyone running a superhero game - or any game with power modifiers for that matter - will want to look at various power modifiers and ask themselves: Who gets what power modifier, when do they come into play, and why are power modifiers a thing for this?

The "why" is easy to explain: Power modifiers are a thing because they give a set of conditions where powers are able to be turned off, either as part of a setting deal with power dampening shackles, Kryptonite cages, power thieves (ala DC's Parasite and Marvel's Rogue), or a granting authority saying, "you have failed me for the last time."  It's a given for the genre that a character's powers will be turned off at least once.

What power modifiers are in play?  This is the big question that needs to be decided when designing any setting that has powers, not just a superhero universe.

* Are powers innate?  Then Biological (-10%; GURPS Powers, p. 26), Mutant (-10%; GURPS Supers, p. 34), Psionic (-10%; Powers, p. 28), Savant (-10%; Supers, p. 34), and Super (-10%; Powers, p. 29) are viable, along with a Passive Biological (-5%) and Mutant Biology (-0%), the latter two detailed below.
* Are "powers" really different forms of technology?  Then Electronic (-30%), Mechanical (-10%), Nanotech (-15%), Passive Nanotech (-10%), and Superscience (-10%), all from Supers, p. 34, along with Chemical (-10%), detailed below, are likely to be in play.
* Does magic exist?  Then Magical (-10%; Powers, p. 27) should be made available.
* Does the power come from spiritual enlightenment? Chi (-10%; Powers, p. 26) is appropriate.
* Are there entities that can grant and take away powers?  Divine (-10%; Powers, p. 26) Demonic (-10%; detailed below), and Spirit (-10% or -25%; Powers, p. 28) can fill those roles.

(Moral (-10%; Powers, p. 27) and Nature (-10%; Powers, p. 28) are normally not viable in a superhero universe.)

Of course, each universe has its own set of rules.  In my case, I tend to look towards Marvel and DC for inspirations, and both of those have a gamut of power modifiers.

Examples

Biological (-10%): This is applied for characters who expend some sort of energy, commonly Fatigue Points but could use an Energy Reserve, to power innate abilities.  For example, the Flash/Barry Allen played by John Wesley Shipp in 1990-'91's The Flash television series, who had to constantly replenish his body's store of energy after using his powers.

Chemical (-10%): These characters have to take a chemical (or occasionally alchemical) concoction, usually in the form of a pill, drink, or sometimes injection, to either maintain or sometimes trigger the powers.  DC's Hourman (who gained incredible strength, agility, durability, and reflexes for an hour by taking a pill) and Bane (when he was using the drug Venom) are probably the two better-known if still somewhat obscure characters using it.  In a sci-fi game, characters along the lines of a Rifts Juicer would qualify.

Chi (-10%): The character has learned - usually through meditation techniques taught in Eastern mysticism, but occasionally through other kinds of martial arts - to channel his body's natural energies to perform incredible feats.  While the flashier aspects are common to those of manga/anime (Naruto, Dragonball Z, etc.) and fighting vid-games (like Street Fighter), a number of western comics characters have this (the Question, Iron Fist, and arguably Batman).  It's sometimes hard to say with "non-powered" characters who qualifies and who does not; a good rule of thumb is whether the character loses his abilities if he fails to follow a self-imposed Disadvantage such as a Vow or Code of Honor.

Divine (-10%) and Demonic (-10%): Any character who is empowered by a deity, major demon, or cosmic entity (and the line between those is often quite fuzzy) that is able to remove or suppress the powers at will is probably going to have one of these two power modifiers.  The main difference is whether the entity will remove the powers in a life-threatening situation; use Divine for the more benevolent entities that won't and Demonic for the less benevolent ones who will.

Electronic (-30%): This power modifier is common to cyborg type characters, as well as battlesuit type characters who don't purchase their battlesuits as Alternate Forms.

Elemental (-10%): The only power modifier that is permitted to "stack" with others, most notably with Mutant, Psionic, and Super.  Builds of Powers that use both Super and Elemental as sources tend to roll the two into a single power modifier, such as Cryokinetic, Electrokinetic, Pyrokinetic, etc.  Air, Cold/Ice, Darkness/Darkforce (the latter being shorthand for "solid darkness"), Earth, Electricity/Lightning, Heat/Fire, Light, Sonic/Vibration, and Water are the most common "elements", though Radiation has its place in the occasional build.  (I'm currently writing a series of Pyramid articles that create a number of elemental Powers for supers to use; I might go ahead and pitch it as a book instead, should I get enough articles under my belt.)

Magical (-10%): Characters with this power modifier aren't necessarily mages.  Most characters with magical powers are actually unable to cast spells in the traditional manner (spellcasters in superhero settings commonly use Ritual Path Magic, Realm Magic, Sorcery, or straight Magic-magic); instead, their powers were granted to them by magical means.  A number of characters in comics have magical artifacts granting powers, which would be the abilities with Gadget modifiers as well as the power modifier.

Mechanical (-10%): Some characters, particularly proto-supers in pulp-era and steampunk fiction, have powers with this power modifier.  These abilities are commonly hydraulic or pneumatic in nature, though some can be intricate clockwork.  Very few characters nowadays have this, as even the mechanical aspects of a number of tech-based characters have electronics controlling the mechanisms.

Mutant (-10%): A variation (sometimes a subset) of Super, characters with this power modifier are born with genetic variations which permit them to gain powers, usually (but not always) during puberty.

Mutant Biology (-0%): A variation of Mutant, above, but used when there is no way to suppress or turn off the power because the power is in reality a physical mutation, such as wings, a tail able to be used as a third arm, or feet with toes arranged to be used as hands.

Nanotech (-15%): The premise for this is that the powers are granted by nanotechnology. In superhero type settings, this is commonly the result of alien or highly experimental technology.

Passive Biological (-5%): Similar to the Biological power modifier, but these are for passive rather than active abilities, such as DR and Injury Tolerance, or for abilities that already cost fatigue or some other form of energy to use, such as Super ST or Warp.

Psionic (-10%): Often seen alongside or as a component of Super or Mutant, this is generally described as "powers of the mind": telepathy, telekinesis, illusions, and ESP are the main versions seen in the typical source material.

Spirit (-10% or -25%): Usually seen in more mystic aspects of a superhero universe, commonly in powers related to voodoo or Amerindian traditions.

Super (-10%): This is typically the go-to power modifier for super-powers.  If the powers don't fit any of the other categories, it's probably some form of Super.

Superscience (-10%): This is commonly used by characters who have equipment rather than innate powers that follow the general rules of Super, above, and are described as being "sufficiently advance technology".  Probably the best known example is Green Lantern (and the various other "lantern" corps).

New Power Modifiers

Chemical (-10%): These abilities are dependent upon some form of chemical/alchemical potion being applied to the body on a regular basis, whether through ingestion, inhalation, skin application, or injection.  This potion is the equivalent of Maintenance (One Person; Weekly) (-5%); the potion takes at least an hour to create. In addition, the effects of the potion can be counteracted through other pharmaceutical means, same as with the Passive Biological power modifier, below (-5%).

Demonic (-10%): These abilities are granted by supernatural entities that are at best uncaring or more often actively malevolent (a "demon").  The entity requires the character follow a -10 point self-imposed disadvantage of the demon's choosing, which may not be one of the 'heroic' disads.  Should the character violate the demon's code, the demon will remove the ability.  Demons are notorious for removing the ability immediately upon violation, even (especially!) in life-threatening situations (-0%), and usually requires only a minor quest or minor harm to restore (-0%).

Mutant Biology (-0%): These abilities are physical mutations or adaptations, and cannot be negated through any means save surgical removal.  It counts as a power modifier as the abilities may benefit from any Power Talents that would conceivably include them.

Passive Biological (-5%): Like Biological (Powers, p. 26), these abilities are part of the character's physiology, but may be negated through the application of drugs geared specifically for such purpose (-5%).  As these abilities are passive in nature, no FP expenditure is necessary.

I'll probably touch upon the cosmic scale of things, including the use of a Cosmic (+10% to +50%) power modifier in such a universe, in a later post.

Tuesday, March 29, 2016

Doing Stormtrooper Armor with GURPS Ultra-Tech

    Some years ago, I was trying to run a Star Wars game and was looking to see what kinds of armor the Imperial stormtroopers would wear. I had two goals in mind for this: enable the stormtroopers to be effective when played by PCs, while at the same time enabling them to go down with hits from blasters when opposing the PCs. I'd ran a Star Wars game years before, and learned the hard way that giving stormtroopers with HT 12 the TL11 Combat Hardsuit from Ultra-Tech led them to remain active after taking multiple hits, which did not reflect the movies where they would go down after being shot with a heavy or even sporting pistol.
    With this in mind, I turned to the Clamshell armors. Running the numbers, using the damages and armor divisors of Ultra-Tech's blasters, I saw that Light Clamshell performed much like the stormtrooper armor on the screen: it lowered the damage from pistols from "certain death" to "down for the count", while nearly useless against rifles. Heavy Clamshell protected nicely against blaster rifles, turning certain death to "needs medical attention". Okay, these could suffice for stormtroopers; the bulk of the Stormtrooper Corps would wear armor derived from Light Clamshell, while bounty hunters and more elite units like the 501st would wear Heavy Clamshell. I also derived a "medium clamshell" halfway in protection, weight, and price between light and heavy, to give players even more variety.  However, the Clamshells on page 176 of Ultra-Tech only gave me stats for the torso, not the whole body.
    Thankfully, right about this time, Low-Tech was released, with its wonderful armor rules. So, I decided to reverse engineer the Clamshells into something that would help cover the entire body.
    When dealing with armor, there are two ways to take the "torso" statement in Ultra-Tech when comparing it to the armor design system in Low-Tech. The first is to take it at face value; the "torso" in Ultra-Tech (and the Basic Set) indicates the entire torso: chest and abdomen. The second is to treat the the Basic Set/Ultra-Tech "torso" location as what Low-Tech calls the "chest" area.  Confusing the issue is the statement in Ultra-Tech that the clamshell is described as a "cuirass", which in Low-Tech is chest-only. Obviously, the two methods are mutually exclusive; the lists below represent both methods:

UT's "Torso" is LT's "Chest"
Light Clamshell:
    Cuirass: $600, 12 lbs.
    Fauld: $200, 4 lbs.
    Sleeves: $400, 8 lbs.
    Gauntlets: $80, 1.6 lbs.
    Leggings: $800, 16 lbs.
    Boots: $80, 1.6 lbs.
    Full Set: $2,080, 41.6 lbs.
    Helmet: $240, 4.8 lbs.

Medium Clamshell:
    Cuirass: $750, 15 lbs.
    Fauld: $250, 5 lbs.
    Sleeves: $500, 10 lbs.
    Gauntlets: $100, 2 lbs.
    Leggings: $1,000, 20 lbs.
    Boots: $100, 2 lbs.
    Full Set: $2,700, 54 lbs.
    Helmet: $360, 6 lbs.

Heavy Clamshell:
    Cuirass: $900, 18 lbs.
    Fauld: $300, 6 lbs.
    Sleeves: $600, 12 lbs.
    Gauntlets: $120, 2.4 lbs.
    Leggings: $1,200, 24 lbs.
    Boots: $120, 2.4 lbs.
    Full Set: $3,120, 62.4 lbs.
    Helmet: $360, 7.2 lbs.

UT's "Torso" is LT's "Torso"
Light Clamshell:
    Cuirass: $450, 9 lbs.
    Fauld: $150, 3 lbs.
    Sleeves: $300, 6 lbs.
    Gauntlets: $60, 1.2 lbs.
    Leggings: $600, 12 lbs.
    Boots: $60, 1.2 lbs.
    Full Set: $1,620, 32.4 lbs.
    Helmet: $180, 3.6 lbs.

Medium Clamshell:
    Cuirass: $562.50, 11.25 lbs.
    Fauld: $187.50, 3.75 lbs.
    Sleeves: $375, 7.5 lbs.
    Gauntlets: $75, 1.5 lbs.
    Leggings: $750, 15 lbs.
    Boots: $75, 1.5 lbs.
    Full Set: $2,025, 40.5 lbs.
    Helmet: $225, 4.5 lbs.

Heavy Clamshell:
    Cuirass: $675, 13.5 lbs.
    Fauld: $225, 4.5 lbs.
    Sleeves: $450, 9 lbs.
    Gauntlets: $90, 1.8 lbs.
    Leggings: $900, 18 lbs.
    Boots: $90, 1.8 lbs.
    Full Set: $2,430, 48.6 lbs.
    Helmet: $270, 5.4 lbs.

    For reference, the Combat Hardsuit weighs 30 pounds, and has 11% to 25% more DR than Heavy Clamshell over the chest for a given TL.
    What I discovered was that the full suits of clamshell armor weighed much more than the combat hardsuits, although undoubtedly cheaper at about 1/5 to 1/3 of the price.

    Let's take an ST 10 Stormtrooper, fresh from training, with BL 20 lbs.  No encumbrance is up to 20 lbs, light encumbrance is up to 40 pounds, and medium encumbrance is up to 60 pounds.  Using the first set, the TL11 stormtrooper is greatly encumbered by his armor, as he's wearing 46.4 pounds bumping him up into medium encumbrance; the second set he's still at light encumbrance at 36 pounds.  That's before accounting for his E-11 blaster carbine, an additional 5.6 pounds; this puts both into medium encumbrance (which in turn would explain their slow running speeds on the Death Star....).

    How I determined that the light clamshell would suffice against blaster pistols and the heavy against blaster rifles came from comparing the blaster stats on p. 123 of Ultra-Tech against the DR values listed for the Light Clamshell and Heavy Clamshell armors of the same TL.  Blasters are TL11, so it makes sense to treat the armor as TL11 as well.
    A blaster pistol does 3d (5) burn sur, a range of 3 to 18 with a median of 10.5; a TL11 light clamshell has DR 60, but the Armor Divisor (5) reduces that to an effective DR 12.  A blaster carbine does 5d (5) burn sur, a range of 5 to 30 with a median value of 17.5; heavy clamshell armor has DR 90, which the AR (5) reduces to an effective 18; a standard blaster pistol is rendered ineffective against heavy clamshell.  A heavy blaster pistol like Han's DL-44, doing 4d (5) burn sur, a range of 4 to 24 with a median of 14, may be able to penetrate the heavy clamshell.  Against a TL11 combat hardsuit, with DR 100 on the torso and 60 elsewhere, even heavy pistols are practically useless, while the carbines are capable of punching through it roughly 40% of the time.  If Imperial stormtroopers wore anything heavier than light clamshell, Leia's sporting blaster (a blaster pistol with Fine (Accurate), giving a bonus to the weapon's Acc score but not affecting the damage) would not have knocked out or killed the one she shot at the start of the original movie.


    It's not always obvious, but sometimes the numbers in Ultra-Tech do work! :)

Thursday, March 3, 2016

Welcome!

Well, I did it.  Welcome to the first post of my blog, The Phantom's Belch!

Why "The Phantom's Belch", you ask?  Good question!  Back in 2001, I was, along with my friend Paul, working tech support for UPS while I lived in Las Vegas.  One of the first calls Paul took while we were still in the "trainee" phase (which I had the fortune to listen in on) went as follows:

Paul: "Thank you for calling UPS tech support.  Can I have your UPS shipping account number, please?"
Caller: "Uh, yeah, I don't have that on hand. Lemme get back to you." *BELCH!*

Yep, he basically belched in our ears then hung up, so we called him "the phantom belcher".  About a year later, almost to the day, the same guy called in, I got the call, and it went pretty much the same way.  It is in his (admittedly dubious) honor that I name my blog "The Phantom's Belch".

So what can you expect to see in the future here on The Phantom's Belch?  Basically, this is a tabletop roleplay blog, focusing mainly on sci-fi and superhero gaming, typically using GURPS.  Unlike other GURPS blogs I've encountered, I won't focus on tweaking the base system; I'm not skilled enough for that.  (Besides, I had enough of tweaking the core system when I GMed a Rifts game.)  Instead, my focus - at least at first - will be on using the system to run games in science fiction, space opera, science fantasy, and superhero games and settings.  Some posts will deal with my own space opera setting, others on Star Wars, and some on running in a superhero universe, while a few posts may be completely off-topic.  I also have a fantasy setting I'll occasionally post about.

Once in a while I may put in a political or religious post, but be warned: I identify as a (small-L) libertarian, and am a born-again pagan.  Being in the US - particularly the Bible Belt - makes it hard to find people who relate to either.  (I really don't like either of the big two parties down here right now, and the Libertarian Party seems full of those the Republicans deemed "too crazy" -- and that's saying something given their acceptance of Donald Trump!)

So, hasta la pasta!